/Engine/Source/Runtime/Engine/Public/MeshBatch.h
A batch mesh element definition.
struct FMeshBatchElement
union FMeshBatc...
@1230
uint32
BaseVertexIndex
uint32:  1
bForceInstanceCulling
uint32:  1
bIsInstanceRuns
uint32:  1
bIsSplineProxy
uint32:  1
bPreserveInstanceOrder
uint32:  1
bUserDataIsColorVertexBuffer
FMeshBatchEleme...
DynamicIndexBuffer
Store dynamic index buffer This is used for objects whose triangles are dynamically sorted for a particular view (i.e., per-object order-independent-transparency)
constFMeshBatc...
DynamicPrimitiveData
Source instance scene data and payload data for dynamic primitives.
uint32
DynamicPrimitiveIndex
uint32
DynamicPrimitiveInstanceSceneDataOffset
uint32
FirstIndex
constFIndexBuf...
IndexBuffer
The index buffer to draw the mesh batch with.
FRHIBuffer*...
IndirectArgsBuffer
uint32
IndirectArgsOffset
uint32:  4
InstancedLODIndex
uint32:  4
InstancedLODRange
uint32 *
InstanceRuns
If !bIsSplineProxy, Instance runs, where number of runs is specified by NumInstances.
FUniformBufferR...
LooseParametersUniformBuffer
Uniform buffer containing the "loose" parameters that aren't wrapped in other uniform buffers.
float
MaxScreenSize
uint32
MaxVertexIndex
float
MinScreenSize
uint32
MinVertexIndex
uint32
NumInstances
Number of instances to draw.
uint32
NumPrimitives
When 0, IndirectArgsBuffer will be used.
EPrimitiveIdMod...
PrimitiveIdMode
Assigned by renderer
FRHIUniformBuff...
PrimitiveUniformBuffer
Primitive uniform buffer RHI Must be null for vertex factories that manually fetch primitive data from scene data, in which case FPrimitiveSceneProxy::UniformBuffer will be used.
constTUniformB...
PrimitiveUniformBufferResource
Primitive uniform buffer to use for rendering, used when PrimitiveUniformBuffer is null.
FColor
SkinCacheDebugColor
Skin Cache debug visualization color.
const FSplineMe...
SplineMeshSceneProxy
If bIsSplineProxy, a pointer back to the proxy
const void *...
UserData
int32
UserIndex
void *
VertexFactoryUserData
Meaning depends on the vertex factory, e.g.FGPUSkinPassthroughVertexFactory: element index in FGPUSkinCache::CachedElements.
int32:  8
VisualizeElementIndex
Conceptual element index used for debug viewmodes.